GMDQ |
Rounds are 6 seconds long so it's 10 rounds in at least. ;)
Yes, I know 10 rounds of whiffing is totally possible, but we'll see. :)
GMDQ RPG Superstar 2015 Top 8 |
Lathiira |
Adjustments for leveling:
New hp total: 19/27
Fort save increases to +3
BAB increases to +2
Feat gained: Weapon Finesse
New spells learned: ghost sound, cure light wounds
Skills: : Acrobatics +8, Climb +7, Perform (singing) +9, Profession (sailor) +6, Swim +7, Perception +6, Intimidate +9, Perform (dancing) +7. Unlisted skills did not improve.
Spells per day: 4 1st level spells/day (includes Charisma bonus).
New bardic performance: Inspire competence.
Hero point total: 2
Think that sums it up!
GMDQ |
Stay safe, Lathiira (and everyone). It's starting to fall in earnest here now.
KeefX |
My laptop's SSD died today (Yes, I know. In the middle of Snowmageddon I enjoy this letdown) and I have to say that this is the first time I've had an SSD die on me. Normally with a hard drive, it will make a rattling noise or do something to indicate that there's an issue (and give one time to take steps like backing up data). With solid state? Nothing. It just expired without a whimper.
Not pleased.
DeathQuaker RPG Superstar 2015 Top 8 |
GMDQ |
Well, at least nothing crucial.
You've got your character sheet saved on your profile at least! Not like you need the PC Gen file now.
thermopyle |
KeefX, my condolences on the equipment loss. What a pain! Also, belated good luck to everyone digging out.
Lark finally leveled up:
+10 HP (including +1 for favored)
BAB now +2
Fort/Ref/Will base bonus +1/+3/+1
Danger sense +1 (+1 on Reflex saves to avoid traps, +1 dodge to AC against attacks made by traps, +1 bonus on Perception checks to avoid being surprised by a foe)
Sneak Attack +2d6
Finesse Training Short Sword (+Dex on damage instead of Str)
2nd Feat (Two Weapon Fighting)
+11 Skill ranks
acrobatics +9, bluff +8, climb +6, disable device +10, heal +5, know local +6, know dungeon +6, perception +7 (+8 traps), prof sailor +7, sense motive +6, stealth +9
GMDQ |
So I should have asked you this months ago:
Do you have a preferred marching order? I have tried in the past to put you on various maps based on description of your actions or otherwise obvious circumstances (the boarding action started on the boarding planks because that's how you board).
But if you have a general preferred formation or marching order (who takes point, who is last, etc.) please let me know so I can bear that in mind. Thanks.
GMDQ |
thermopyle, I'll try to remember your danger sense bonus to ambush sense but if I forget, please remind me.
Sounds good.
Tell Sweetie thanks. :) Not my best work but I hope it is at least clear. Some of the maps as printed in the book are pretty but not always useful as actual battlemaps. (Of course the ship maps are from the books as Campaign Cartographer is a little hard to use for those kind of oddly shaped areas, though it'd probably be best if I tried to redraw them eventually.)
Lathiira |
Taking GMDQ's advice:
I'm currently blocking the door nicely and in bad shape. Getting past me is an issue. Anyone think they can get a reposition combat maneuver off on me, go for it.
Though I still think we don't dominate her monsters as much as she thinks, given the injuries we take and the influence of the Crankipator :)
thermopyle |
I worry that a little bad luck with the paralysis could have several/all of us at negative HP in a hurry. On the other hand just a few solid hits could finish off the ghast.
Having Rosie or Lee drag/reposition Thren out of the hut might be a good idea.
Does it make sense for Lark to do anything other than stay put and either go for total defense or make a full attack? Total defense might give the others more time for some ranged attacks and for Thren to recover.
I think Lark could withdraw diagonally NW, but we'd want to make sure Thren was moved back first.
thermopyle |
GMDQ - just to double-check, Lark can Withdraw diagonally NW, yes?
Everyone - if Lark does Withdraw then I hope we force the ghast to make either a single ranged attack or move. In retrospect I like the idea of trying to deny it a full attack since that equates to three chances to be paralysed. Also, Rosie (javelins) and Lee can make ranged attacks.
Does this sound like a good plan?
Lathiira - are you still running Rosie or it KeefX's turn?
GMDQ |
While you may withdraw into any empty square you want (just bearing in mind difficult terrain eats two squares of movement), Lee over-moved his tokens, and actually he technically needs to make his drag combat maneuver to move the tokens at all. Presuming he beats Thren's current CMD of 9, she should actually be in the square you want to move into. (I made the map look like this now.) Now, if he succeeds further (14 or higher), he can move her another square--or if he fails to move her that square will also be empty, but I don't know if you want to withdraw if Thren is left standing there.
But in short, you need to wait for Lee to roll his dice before you know whether that square is free. Or alternately propose to him before he does roll that someone else does something (like Rosie repositions with Thren instead).
By further explanation of why I'm asking for a combat maneuver check (which Lathiira had also suggested): if you read the "paralyzed" description (click on the PRD to the left and run a search for it), the character is described as completely and totally rigid and immovable. Allies can't bend their limbs at all, etc. Based on the wording, a GM could actually rule that a paralyzed character cannot be moved at all. I'm thinking you can probably push or shift them over since they're not literally rooted to the ground (despite the description saying that), but because they can't yield or assist in any way, you're working with a very clumsy, awkward shaped solid object and thus this is a difficult thing to do that you can't presume automatic success on. A combat maneuver check--which is Str+Base Attack--makes the most sense, and I am using the drag rules to determine how far she can be moved.
As Lathiira also suggested, I would also accept a reposition maneuver, which since Lee hasn't rolled the dice yet, if you want to negotiate with him on that, that's fine.
GMDQ |
I suggest, given taking turns is causing confusion, one person should take on Rosie for good.
Bear in mind if you're lucky (and they're lucky), you'll get Cog and Sandara eventually and then whomever isn't responsible for Rosie can each take one of them.
I'll move Rosie for now and then get to work!
KeefX |
Strategy consideration:
Now that Lee has Shocking Grasp, we should consider how to get him into contact with the enemy. It does 3d6 (averages to 10.5) damage and is a touch attack, so it is somewhere between normally hitting and Magic Missile.
He can't do it really often, but dropping a double digit dose of damage on an opponent could be handy.
KeefX |
Also, when it is time to subdue, Lee to the metamagic feat Merciful Spell.
It converts real damage to subduing damage, there is no level cost and due to Lee's Arcane bloodline there is no delay associated with adding metamagic to a spell.
Probably no interest in using this capability against our current opponents, but it could be useful later.
thermopyle |
KeefX, thanks for the heads-up about the non-lethal damage option. You'll probably have to remind me next time we need to subdue someone, but it's nice to have that flexibility.
Maybe we should treat shocking grasp like a coup de grace. If Lee runs in and uses that as a finisher then he doesn't have to worry about the counter attack.
Also, all three of us are sneaky people. We should probably work on attacking from stealth more often.
GMDQ |
Just remember you need concealment or cover for stealth to work. In the last scenario, the only source of concealment was the hut, which forced you close to the ghast's stench which then debilitated your two stabby death characters. While you'll eventually get access to stuff like invisibility and at 10th level Lark can get Hide in Plain Sight, you will need backup plans when Stealth isn't an option. You may of course also encounter creatures whose senses confound normal Stealth.
I encourage you to play to your strengths. But the terrain is not always going to be set up in your favor. :)
GMDQ |
You can if you want to. I think they have her actual picture in the selection of female halflings, even.
thermopyle |
In response to Lee's question about the number of grindylows here's my interpretation of what happened. Of course, GMDQ has the definitive answer, I just felt like sharing my two cents.
We see two grindylow, one with tricorne, one without.
Lee kills the one without the hat.
Lark runs forward and we see three new grindyli.
New grindylow 1: "Another creature steps aside while blowing a loud bone whistle"
New grindylow 2: "a third appears in the water and swims in to flank Lark"
New grindylow 3: "Yet another also appears in the water and approaches. This fourth and final grindylow wears a blue scarf"
GMDQ |
So I have been running crazy and read Lee's attack as a damage roll.
I am having a crazy week and probably should have just skipped this combat. Let's just say both #1 and #5 are dead due to miraculous intervention (e.g., exhausted GM) and move forward with the fight.
I'm going away in a couple days so I might end this scene early if needed and try to put you in a good stopping place.
thermopyle |
GMDQ - I hope things settle down for you and that you're headed somewhere fun and relaxing. On my account please feel free to moves us along to a stopping point if that helps (or just hit pause, I'm sure we can pick up where we left off).
Here's a summary of what I've seen so far in this combat:
Combat Round 1
Rosie Moves
Thren moves forward and kills grindylow #2
Grindylows beat up on Thren (13 damage)
Lee uses Ray of Frost and misses (ret con says he hit and killed grindylow #5)
Lark kills grindylow #1 and then moves forward to cover Thren's flank
Combat Round 2
Rosie moves forward to cover Thren's other flank
Thren stands up and moves back
Grindylows... do terrible things to the party; or maybe they flee in terror ;)
Lee moves and hits grindylow #4 with Ray of Frost (2 damage)
Lark attacks and kills one, probably grindylow #6
GMDQ |
Upon reflection I am cutting this short, as I'll be leaving soon and I've got a lot of stuff to wrap up. Thanks for understanding. :)
I can probably post tomorrow but then that'll be it for most of the week. Sorry about that guys!
GMDQ |
I am back! And resttling. Let's get this going again!
Threnody and Lark, please pick how you are navigating/handling the hooks. Lee has posted his swim check.
GMDQ |
Thanks! I hope you had a nice break. :)
By the way, I uploaded a map of Riptide Cove (with unexplored areas blocked from view) so you can see where you're going a little more easily. It is here:
https://docs.google.com/drawings/d/1IdROgkBa-Wj6bImp5m7Pkt2dHvdPberQOYGz4zB C6ek/edit?usp=sharing
The link is also accessible from the campaigns tab.